Hi,The game could be accelerated considerably, if the keyboard queue could be cleared at will.Unfortunately, both inkey$ and Keyrow constructs do not clear it, even though documentation states the opposite for the latter.This means you have to 'peck' rapidly at keys, rather than, say, pressing an arrowkey continuously.Machine code games seem to avoid this problem, but this game is written in SBasic... Perhaps m/c Pokes some obscure address to clear it out ?Any suggestions ?Steve Poole.

stevepoole wrote:Hi,The game could be accelerated considerably, if the keyboard queue could be cleared at will.Unfortunately, both inkey$ and Keyrow constructs do not clear it, even though documentation states the opposite for the latter.This means you have to 'peck' rapidly at keys, rather than, say, pressing an arrowkey continuously.Machine code games seem to avoid this problem, but this game is written in SBasic... Perhaps m/c Pokes some obscure address to clear it out ?Any suggestions ?Steve Poole.

I had this problem years ago and wrote a small toolkit to solve it. Then I discovered that a dummy keyrow call before the inkey$ does the same. Are you saying this doesnt work for you?